[Closed] Plugins-take it to the next level
So Ive been writing small maxscript at home for some time and i would like to take it to the next level.. My goal is to write plugins for Max and in the far future work full time in a studio write programs and pipeline tools.. I
m experienced 3d artist,but i didn`t learn any programming language
or computer science…
As expearians developers ,what are the “mast to have\know” ?
What should i learn\do to acquire the necessary skils ?
How did you got to this profession?
thanx:)
Take a couple of C/C++ courses (or at least audit them– but do the work). Then take a look at the Autodesk Developer Network’s free intro to 3dsMax plugin development video training (DevTV, etc) to write plugins (google it).
Thanks Archangel35757!!
For an internship(if there are…) or a job in the industry,what will be the basic requirements?
What are the things you will expect to see in CV\portfolio?
I’m not in the industry… so I couldn’t really say. You’ll need strong C++ skills. Take a look at some of the job postings for Autodesk plugin developers.
Archangel35757’s advice is pretty much it, but I’d like to add:
If you want to take the slightly longer route, you may want to learn C# before C/C++. For a few reasons:
[ul]
[li]It’s a gentler introduction to many OOP concepts in C++, and much of the syntax is very similar.
[/li][li]It’s a good introduction to how dotNet works. This will allow you to more effectively use dotNet in maxscript, and write common .dll’s to be used from maxscript and other dotNet languages like Powershell, IronPython, etc… Have in mind that as a pipeline TD you will likely still be writing quick utilities in mxs+dotNet, because for many everyday tasks that aren’t performance-critical this will be much easier and faster than writing a plugin.
[/li][li]It’s the main language used in Unity, so that may come in useful.
[/li][li]If you’re in a hurry, you can use C# to write plugins, but that’s probably not a very good idea…
[/li][/ul]